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World of Tanks – Update 9.20.1

The Test Server is up and all the Information is bellow. From Wargaming.

Common Test Review

As Update 9.20.1 is cruising to release, we’re starting a new wave of common tests for everyone to hop in and voice their opinion on several improvements the team’s been working on lately. Here’s what will be available for testing:

Bonds and Medals

Ranked Battles were our first foray with the new Bonds currency, and we looked at it as a learning opportunity that will help us gather feedback and evolve Bonds moving forward. Now, you can stock up on Bonds in Tier X Random Battles, Grand Battles, and of course, the Ranked Battles 2nd Beta Season. As promised, we don’t plan to stop here—starting with Update 9.20.1, Epic Medals and Battle Heroes earned in Tier IV–X vehicles come with Bonds.

Why Are We Tying Bonds to Medals?

Bonds quickly became the talk of the community since their debut, with many players asking for more ways to earn them. That’s exactly what we wanted to implement, but there was a lot more to figure out along the way. For one, we had to find how to grow the currency while keeping its core concept intact. Bonds were initially positioned as a definitive reward for the most skilled and efficient, and we aim to keep it this way. That’s the reason we started with Tier X engagements—it takes a bit of time and effort to reach the top tiers and survive when you’re there. Hence, the chances of getting Bonds by luck are close to zero, cementing their intended role.

At the same time, we didn’t want to leave behind tankers who haven’t made it to Tier X, or don’t enjoy playing at higher tiers. Adding medals to the equation seemed like a natural solution; the accolades on a personal record speak volumes about a tanker’s worth and signal how far you’ve come in terms of combat excellence and strike that special chord, pushing you to step up your game, constantly aim higher, and rise to new challenges. The harder they are to attain, the more lasting memories are left. By making Bonds an extra reward for Epic Medals and Battle Heroes achievements, we stay true to the concept behind the currency and give you something to work toward beyond just recognition and satisfying memories.

How Does it Work?

We outlined two categories—Epic Medals and Battle Heroes achievements—and ranked their medals by complexity. Another variable affecting Bonds quantities is the vehicle you choose: pick any Tier IV–X tank you’re (ideally) the best at and hit the battlefield. Just keep in mind that the higher the vehicle tier, the more Bonds you get with an achievement.

To emphasize the overarching concept behind Bonds, we excluded cumulative awards like “War Genius” and “Wolf Among Sheep” and went ahead with those that reward stellar performance in a single battle.

The number of Bonds you get with each medal isn’t final and might change.

Where Can You Look It Up?

To get a rundown of the medals you attained in a battle, head over to the “After Battle Statistics” window and right-click “Detailed Report.” The info on medals is in the “Bonds” section.

If you’d like to know a medal’s worth in Bonds ahead of a battle, just hover the cursor over it to open a tooltip where you can discover the number of Bonds you can earn with it in Tier IV–VII, VIII–IX, and Tier X vehicles.

One Final Thing to Keep in Mind

The new rule doesn’t apply to medals received before 9.20.1 since crediting Bonds for all Epic Medals and Battle Heroes achievements earned to date would disrupt the game economy.

Leave any feedback you have, whether it’s on the list of medals or the Bond-earning mechanic, on the forum and we’ll jump in to chat. We look forward to digging into your suggestions as we fine-tune this new feature leading to release. And we’re open to your input as we work towards adding new ways to earn Bonds.

New Features

Completely reworked the visual and sound component of the Personal Missions

Added completely new and unique rewards

Revised mission conditions so that the main reward for the operation is always relevant

Added Orders that considerably simplify completion of the Personal Missions

Learn more about the changes to the Personal Missions in a special video that can be watched in the game client

Interface and Sound

Reworked all interfaces of the Personal Missions:

Changed the point of entry to the Personal Missions: now it is located on the upper panel of the Garage, under the Battle! button. The tab name is Campaign

Added the “General” screen that displays all operations

Completely reworked the screen of operations: now it looks like a geographical map with objectives displayed as map areas

Completely reworked the Campaign reward screen:

now the main reward (a vehicle) is located in the center of the screen

Added operation statistics: now players can see how much more credits can be earned

Added new sounds:

Added a special sound track for the Personal Missions

Added interactive sounds: the more missions within a set are complete, the more intensive music is played

New Way of Earning Reward Vehicles

Commendations were replaced with Components.

To receive the reward vehicle for an operation, all five Components should be collected: hull, suspension, gun, power unit, radio

Each component corresponds to an appropriate mission set within the operation:

Power unit: set of missions for light tanks

Suspension: set of missions for medium tanks

Hull (+turret or cabin): set of missions for heavy tanks

Gun: set of missions for tank destroyers

Radio: set of missions for SPGs

To receive a component, the final (15th) mission of the corresponding set of missions should be completed

Orders

Added a new game asset: Order.

To receive an Order, the final mission of any set should be completed with honors

The Orders can be committed (i.e. used) to any mission. Thus:

The selected mission will be considered completed without honors

The player will receive the reward for the completion of the primary conditions

A used Order remains committed to the mission

The committed Order is not removed but disabled until the player retrieves it

To retrieve a committed order, the mission should be completed with honors. Thus, the player receives the Order back and can use it again.

Number of Orders to be committed to missions:

Any mission from 1 to 14 requires 1 Order

Mission 15 requires 4 Orders

Summary: Orders can be used to pass complicated missions or missions that the player considers to be uninteresting. Important: players can commit Orders to the final mission of a set, even if the previous 14 missions are not completed. Having completed the four sets of missions with honors, players can immediately receive the last (fifth) vehicle component.

New Rewards

Added new rewards: badges

Two badges can be completed in each operation:

The rank II badge is received together with the reward vehicle.

The rank I badge is earned for completion of all 75 missions in a particular operation with honors.

After completing all missions in all operations, the player will receive the special unique badge: Campaign I Champion

Added new rewards: Camouflage patterns:

A set of three unique Camouflage patterns (summer, winter, and desert) can be earned for completion of each operation:

A set of three Camouflage patterns for the reward vehicle is earned for completion of all 75 missions

The same set of Camouflage patterns becomes available for any vehicle of the nation the reward vehicle belongs to, once all 75 missions are completed with honors

Changes to the Mission Conditions

Missions in each operation were revised to correspond to the main reward. For example, now all missions of the StuG IV operation can be completed in Tier V vehicles; missions of the T28 Heavy Tank Concept operation can be completed in VII vehicles, etc. At the same time, participation restrictions remained unchanged. Players can complete missions of any operation even in Tier X vehicles.

Secondary conditions of final (15th) missions in each set were made more diverse. This is because of the fact that the additional reward of the final missions became more valuable: it now provides Orders.

Important! If the mission condition requires spotting 5 enemy vehicles (for example), and the player spots 7 vehicles, it is obvious that the mission is considered completed. This rule is true for all numeric conditions.

The following missions underwent changes:

StuG IV

Mission

Change

LT-7

Primary condition

Before: Spot and cause damage to 1 SPG

Now: Cause damage to 1 SPG

LT-9

Primary condition

Before: Spot 2 enemy vehicles while remaining unspotted

Now: Spot 1 enemy vehicle while remaining unspotted

LT-11

Primary condition

Before: Spot enemy vehicles and enable your allies to cause 500 HP of damage to vehicles spotted by you. Remain unspotted at the moment when the damage is caused.

Now: Spot enemy vehicles and enable your allies to cause 250 HP of damage to vehicles spotted by you. Remain unspotted at the moment when the damage is caused.

LT-12

Primary condition

Before: Spot enemy vehicles and enable your allies to cause 500 HP of damage to vehicles spotted by you. Remain unspotted at the moment when the damage is caused.

Now: Spot enemy vehicles and enable your allies to cause 250 HP of damage to vehicles spotted by you. Remain unspotted at the moment when the damage is caused.

LT-13

Primary condition

Before: Spot enemy vehicles and enable your allies to cause 1,500 HP of damage to vehicles spotted by you

Now: Spot enemy vehicles and enable your allies to cause 1,000 HP of damage to vehicles spotted by you

LT-14

Primary condition

Before: Spot enemy vehicles and enable your allies to cause 2,000 HP of damage to vehicles spotted by you

Now: Spot enemy vehicles and enable your allies to cause 1,500 HP of damage to vehicles spotted by you

LT-15

Primary condition

Before: Damage caused and damage caused with your assistance must total 4,000 HP

Now: Damage caused and damage caused with your assistance must total 3,000 HP

Secondary condition

Before: Survive

Now: Win the battle. Enable your allies to cause damage to 4 vehicles by spotting them or destroying their tracks.

MT-8

Primary condition

Before: Cause 500 HP of damage to medium tanks

Now: Cause 300 HP of damage to medium tanks

MT-9

Primary condition

Before: Cause 500 HP of damage to heavy tanks

Now: Cause 300 HP of damage to heavy tanks

MT-13

Primary condition

Before: Cause 3,000 HP of Damage (Personal/Platoon)

Now: Cause 2,000 HP of damage (Personal/Platoon)

MT-15

Secondary condition

Before: Survive

Now: Win the battle. Cause damage to 5 enemy vehicles.

HT-7

Primary condition

Before: Cause 1,000 HP of damage

Now: Cause 500 HP of Damage

HT-8

Primary condition

Before: Cause 1,000 HP of Damage to heavy tanks

Now: Cause 500 HP of Damage to heavy tanks

HT-12

Primary condition

Before: Cause 1,000 HP of damage

Now: Cause 500 HP of Damage

HT-15

Primary condition

Before: Cause, receive, and block a total of 6,000 of damage

Now: Cause, receive, and block a total of 4,000 of damage

TD-15

Primary condition

Before: Cause 3,000 HP of Damage

Now: Cause 2,000 HP of Damage

Secondary condition

Before: Destroy 1 Vehicle

Now: Win the battle. Destroy 2 vehicles

SPG-15

Secondary condition

Before: Survive

Now: Win the battle. Cause 1,000 HP of damage.

T28 Heavy Tank Concept

Mission

Change

LT-7

Primary condition

Before: Spot and cause damage to 2 SPGs

Now: Spot and cause damage to 1 SPG

LT-9

Primary condition

Before: Spot 4 vehicles while remaining unspotted

Now: Spot 2 enemy vehicles while remaining unspotted

LT-12

Primary condition

Before: Spot enemy vehicles and enable your allies to cause 1,000 HP of damage to vehicles spotted by you. Remain unspotted at the moment when the damage is caused.

Now: Spot enemy vehicles and enable your allies to cause 750 HP of damage to vehicles spotted by you. Remain unspotted at the moment when the damage is caused.

LT-14

Primary condition

Before: Spot enemy vehicles and enable your allies to cause 3,000 HP of damage to vehicles spotted by you

Now: Spot enemy vehicles and enable your allies to cause 2,500 HP of damage to vehicles spotted by you

LT-15

Primary condition

Before: Damage caused and damage caused with your assistance must total 5,000 HP

Now: Damage caused and damage caused with your assistance must total 4,000 HP

Secondary condition

Before: Survive

Now: Win the battle. Enable your allies to cause damage to 5 vehicles by spotting them or destroying their tracks.

Hell you need 5000 to buy equipment, I’d say a Rasinei’s worth at least that much. Even Kolobanov should give you a 1000 at least. You would need 500 epic medals at high tier to get even one equipment!

So deathstar stays in the tech tree for at least one more patch. Since its replacement hasn’t been spotted in any testing yet, that would mean that we need to keep an eye on super test starting with 9.21 (or whatever the version will be called). That should help us come up with a general timeline for when the change will happen.